Latest Comments by Leopard
EVERSPACE 2 sure does look shiny in the new Alpha footage
14 Jun 2020 at 11:15 am UTC Likes: 3
Which don't take it as a downfall , it is better than VLK on UE4.
I have a game called Warriorb on Steam which uses UE4 and natively supports Linux. On VLK this game gives nearly 30 fps less on my end compared to default OGL renderer.
For perf reasons , people still might wanna use the Proton but there isn't a solid reason for people who wants to play native version to complain about game not being VLK imo. Unless Epic Games dramatically improves the situation and Rockfish Games does jump onto new, somehow improved UE4 version. Which as a general case as i see with UE4 games , developers finishes the game on the version they started to use as an unspoken but general rule.
So all things considered , i don't see this game coming out with VLK support and there is no reason to pressure them if they use OGL. As it will likely perform better than VLK.
14 Jun 2020 at 11:15 am UTC Likes: 3
Quoting: Alm888If OpenGL isn't removed from current UE4 versions , game will come out with OGL at worst.Quoting: Liam DaweNo reason to expect Everspace 2 to drop it.Alas, I must be cautious, as "Works Great With Proton™" is not sufficient for me. I can not verify Ekuator Games' denial on Kickstarter (as I am not a backer), but see no reason to not believe Cyril.
Plus, we already had examples of studios dropping Linux support, and Psychojau with Leopard have provided damn good reasons to question Epic's level of Linux support. So, I can not rule out the possibility of forced removal of Linux support due to external factors (even though I want to believe in "ROCKFISH Games" and assume they will provide refunds if things "go south").
Gotta play my cards safe and ensure my money goes to truly Linux-friendly companies. Bloodscammed was more than enough for me.
Which don't take it as a downfall , it is better than VLK on UE4.
I have a game called Warriorb on Steam which uses UE4 and natively supports Linux. On VLK this game gives nearly 30 fps less on my end compared to default OGL renderer.
For perf reasons , people still might wanna use the Proton but there isn't a solid reason for people who wants to play native version to complain about game not being VLK imo. Unless Epic Games dramatically improves the situation and Rockfish Games does jump onto new, somehow improved UE4 version. Which as a general case as i see with UE4 games , developers finishes the game on the version they started to use as an unspoken but general rule.
So all things considered , i don't see this game coming out with VLK support and there is no reason to pressure them if they use OGL. As it will likely perform better than VLK.
EVERSPACE 2 sure does look shiny in the new Alpha footage
14 Jun 2020 at 9:06 am UTC Likes: 1
Seems like Epic is fully on board with d3d12 and sees Vulkan as only a mobile api for Android purposes.
14 Jun 2020 at 9:06 am UTC Likes: 1
Quoting: PsychojauWell… Bad news for you my friends… I'm currently struggling with Unreal Engine 4.25 (same with 4.25.1) to compile all my project shaders but there is a HUGE Vulkan crash bug and Epic stays dead silent…They even archived some goals about Vulkan in their Trello board.
If they don't fix it, Everspace 2, like many of us, might be forced to rely on Wine|Proton :sad:
Seems like Epic is fully on board with d3d12 and sees Vulkan as only a mobile api for Android purposes.
Valve continues to improve Linux Vulkan Shader Pre-Caching
31 May 2020 at 7:51 pm UTC
31 May 2020 at 7:51 pm UTC
Quoting: ShmerlQuake Champions and Warframe are free to play. You can test them.Quoting: LeopardIf you don't , try one of them without any cache and see if ACO is enough or not.Star Citizen is pretty shader heavy. Before aco it was stuttering a lot, with aco it became very playable. I don't have access to any others you mentioned.
Valve continues to improve Linux Vulkan Shader Pre-Caching
31 May 2020 at 7:49 pm UTC Likes: 2
At the past couple of weeks, i passed that possibility to the right people. It will be solved in a future date , where Steam client will built up shaders for your preffered gpu.
31 May 2020 at 7:49 pm UTC Likes: 2
Quoting: Sputnik_tr_02Right now ; your shader will be built up for your igpu. Unless you boot Steam client itself with prime render offload.Quoting: LeopardI am using an optimus laptop with prime render offload (Which means my desktop and Steam runs on intel gpu but games run on Nvidia), does that mean my system will benefit from this as well?Quoting: ShmerlDo they cache it for each existing GPU architecture?Foz pipelines are gpu and driver agnostic , which client utilize them to build shaders.
At the past couple of weeks, i passed that possibility to the right people. It will be solved in a future date , where Steam client will built up shaders for your preffered gpu.
Valve continues to improve Linux Vulkan Shader Pre-Caching
31 May 2020 at 4:31 pm UTC Likes: 1
If you don't , try one of them without any cache and see if ACO is enough or not.
Clearly not enough.
31 May 2020 at 4:31 pm UTC Likes: 1
Quoting: ShmerlDo you play a game like QC , Overwatch , Warframe,Dishonored etc?Quoting: LeopardFor my case ( i'm on NV but ACO and NV are not too far when it comes to shader compilingHow did you compare that? In my experience ACO made stutter a non issue. Especially combined with general shader cache and dxvk pipeline cache.
If you don't , try one of them without any cache and see if ACO is enough or not.
Clearly not enough.
Valve continues to improve Linux Vulkan Shader Pre-Caching
31 May 2020 at 11:47 am UTC
Games like Quake Champions ( has absurd amount of shaders and game is online ) are still a pain without Fossilize.
For my case ( i'm on NV but ACO and NV are not too far when it comes to shader compiling ) , Quake Champions basically gone from stutter fest to perfectly smooth. Literally at first run ; it is perfectly smooth.
31 May 2020 at 11:47 am UTC
Quoting: ShmerlWith aco, shader compilation stuttering became a non issue practically anyway.I can't agree to this statement.
Games like Quake Champions ( has absurd amount of shaders and game is online ) are still a pain without Fossilize.
For my case ( i'm on NV but ACO and NV are not too far when it comes to shader compiling ) , Quake Champions basically gone from stutter fest to perfectly smooth. Literally at first run ; it is perfectly smooth.
Valve continues to improve Linux Vulkan Shader Pre-Caching
31 May 2020 at 9:47 am UTC Likes: 4
There is also shader cache sharing system too. That is gpu and driver specific. Mostly viable for OGL games because they don't have a shader building mechanism like Vulkan has on the client.
31 May 2020 at 9:47 am UTC Likes: 4
Quoting: ShmerlDo they cache it for each existing GPU architecture?Foz pipelines are gpu and driver agnostic , which client utilize them to build shaders.
There is also shader cache sharing system too. That is gpu and driver specific. Mostly viable for OGL games because they don't have a shader building mechanism like Vulkan has on the client.
Valve continues to improve Linux Vulkan Shader Pre-Caching
30 May 2020 at 11:00 pm UTC Likes: 1
So you can even see some shader compiling for native OGL games on your system despite you're not using them with dxvk etc, because some people ran those via Proton and and they have Foz pipelines on Steam's servers.
30 May 2020 at 11:00 pm UTC Likes: 1
Quoting: randylIs there a way to check which games are using Vulkan shader preloading? When I first enabled it I saw Borderlands 3, No Man's Sky, ARK, and maybe Elite Dangerous, but I'm not sure about the last one.Every game that can be used with DXVK+vkd3d ( D3D9,10,11, even d3d8 titles that people use with d3d8on9 with Proton ) + native Vulkan games are suitable canditates.
So you can even see some shader compiling for native OGL games on your system despite you're not using them with dxvk etc, because some people ran those via Proton and and they have Foz pipelines on Steam's servers.
Steam Beta adds Vulkan shader processing
26 May 2020 at 4:27 pm UTC Likes: 3
It was smooth af.Previously, it wasn't the case , lots of stutters that makes the game literally unplayable.
26 May 2020 at 4:27 pm UTC Likes: 3
Quoting: Purple Library GuyI'll be interested to see if people notice differences.I saw a huge improvement on Quake Champions which is nearly bad as Warframe and Path of Exile about shaders.
It was smooth af.Previously, it wasn't the case , lots of stutters that makes the game literally unplayable.
Steam Beta adds Vulkan shader processing
26 May 2020 at 12:35 pm UTC
At the moment , for AMD if you click on "run the game " it will go into full blast mode which means it will do that building task multi threaded. Still single threaded on NV but hopefully should be fixed at the upcoming weeks.
26 May 2020 at 12:35 pm UTC
Quoting: PatolaIt depends on how many shaders those games have+ if those actually have Foz pipelines cached on Steam + if you have a NV gpu or AMDQuoting: LeopardWow.Quoting: PatolaAny way to follow the shader transpilations that are occuring in the background?Open up Steam's settings - Shader Caching
It will show an estimate time about finishing the current game it compiles shaders with showing the name of game also.
I just bought a new 8 TB disk and then moved my games logical volume to that disk and resized it from 3 to 6 TB. Then I installed basically every game I have on Steam (~620). Got only a few hundred GB left.
Judging from the pace I am seeing, it will take a few days to finish... Will it do that to every installed game?
At the moment , for AMD if you click on "run the game " it will go into full blast mode which means it will do that building task multi threaded. Still single threaded on NV but hopefully should be fixed at the upcoming weeks.